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GameplayKit usage with Swift 6: Call to main actor-isolated instance method 'run' in a synchronous nonisolated context
Hi there, With a couple of other developers we have been busy with migrating our SpriteKit games and frameworks to Swift 6. There is one issue we are unable to resolve, and this involves the interaction between SpriteKit and GameplayKit. There is a very small demo repo created that clearly demonstrates the issue. It can be found here: https://github.com/AchrafKassioui/GameplayKitExplorer/blob/main/GameplayKitExplorer/Basic.swift The relevant code also pasted here: import SwiftUI import SpriteKit struct BasicView: View { var body: some View { SpriteView(scene: BasicScene()) .ignoresSafeArea() } } #Preview { BasicView() } class BasicScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .gray view.isMultipleTouchEnabled = true let entity = BasicEntity(color: .systemYellow, size: CGSize(width: 100, height: 100)) if let renderComponent = entity.component(ofType: BasicRenderComponent.self) { addChild(renderComponent.sprite) } } } @MainActor class BasicEntity: GKEntity { init(color: SKColor, size: CGSize) { super.init() let renderComponent = BasicRenderComponent(color: color, size: size) addComponent(renderComponent) let animationComponent = BasicAnimationComponent() addComponent(animationComponent) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } } @MainActor class BasicRenderComponent: GKComponent { let sprite: SKSpriteNode init(color: SKColor, size: CGSize) { self.sprite = SKSpriteNode(texture: nil, color: color, size: size) super.init() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } } class BasicAnimationComponent: GKComponent { let action1 = SKAction.scale(to: 1.3, duration: 0.07) let action2 = SKAction.scale(to: 1, duration: 0.15) override init() { super.init() } override func didAddToEntity() { if let renderComponent = entity?.component(ofType: BasicRenderComponent.self) { renderComponent.sprite.run(SKAction.repeatForever(SKAction.sequence([action1, action2]))) } } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } } As SKNode is designed to run on the MainActor, the BasicRenderComponent is attributed with MainActor as well. This is needed as this GKComponent is dedicated to encapsulate the node that is rendered to the scene. There is also a BasicAnimationComponent, this GKComponent is responsible for animating the rendered node. Obviously, this is just an example, but when using GameplayKit in combination with SpriteKit it is very common that a GKComponent instance manipulates an SKNode referenced from another GKComponent instance, often done via open func update(deltaTime seconds: TimeInterval) or as in this example, inside didAddToEntity. Now, the problem is that in the above example (but the same goes foupdate(deltaTime seconds: TimeInterval) the methoddidAddToEntity is not isolated to the MainActor, as GKComponent is not either. This leads to the error Call to main actor-isolated instance method 'run' in a synchronous nonisolated context, as indeed the compiler can not infer that didAddToEntity is isolated to the MainActor. Marking BasicAnimationComponent as @MainActor does not help, as this isolation is not propogated back to the superclass inherited methods. In fact, we tried a plethora of other options, but none resolved this issue. How should we proceed with this? As of now, this is really holding us back migrating to Swift 6. Hope someone is able to help out here!
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Oct ’24
SKEmitterNode disable antialiasing of a particle nodes
Hi there! I am using SpriteKit for most of my game development, and while I am usually able to achieve what I need using the framework, I find my self a bit stuck with the usage of SKEmitterNode. I am developing a pixel-art style game, which among others drills down to the fact that whatever is rendered to the scene, should not be anti-aliased. This because that will remove the pixelated effect. For textures, one can use the filteringMode property and set it to .nearest to achieve this. However, with an SKEmitterNode, setting this property of the emitted particles using particleTexture has no effect. As a result, all emitted particles are antialiased, which breaks the pixel art look of the game. Looking at the documentation, I guess particles are rendered in a different way compared to normal SKSpriteNode, hence this property has no effect. Specifically this sentence A particle’s texture is always stretched uniformly. draws me to that conclusion. I have been trying to workaround this, but I find no working solution to the problem. Rolling my own emitter system will be a daunting task, that I prefer not to engage into. I hope someone here might have a suggestion how to work around this. If not, I would be interested to learn how I could request this as a feature to Apple (as I dont think this is necessarily a bug). Hope you can help, Sander
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Jan ’23